System and method for enabling a user to overcome depression

ABSTRACT

A method and system are provided for enabling a user to overcome depression. The method includes enabling the user to engage in a first activity and a second activity. The two activities are performed in virtual environment. The first activity is directed to rewire a first defective wiring of the brain. The first defective wiring results in an individual failing to disengage from negative self referential thoughts. The second activity is directed to rewire a second defective wiring of the brain. The second defective wiring results in negative memories being stronger than positive memories and the number of negative memories outweighing the number of positive memories. The symptom of the first and the second defective wirings is depression.

CROSS REFERENCE TO RELATED APPLICATION

This application is a continuation-in-part application of U.S. patentapplication Ser. No. 14/931,868 filed Nov. 4, 2015 entitled SYSTEM ANDMETHOD FOR ENABLING A USER TO OVERCOME WEAK BEHAVIORAL TRAITS, which ishereby incorporated herein by reference. Benefits of priorities to allrelated applications are claimed.

BACKGROUND

Unless otherwise indicated herein, the materials described in thissection are not prior art to the claims in this application and are notadmitted to be prior art by inclusion in this section.

The subject matter in general relates to behavioral traits in humans,and more particularly but not exclusively, the subject matter isdirected to a technical solution to overcome depression, which is a weakbehavioral trait.

An individual's behavior towards others, attitudes and characteristics,defines his personality. Each individual's personality is a combinationof both positive and negative traits. A person may be driven by hispositive traits at times and by negative traits at other times. As aresult, to classify a person into a single personality type isdifficult, as there are several different behavioral traits a person canhave. Behavioral traits may be influenced by genes and/or by theenvironment where he grew up or may have spent most of his time duringthe stage of brain development. As an example, depression may be causedby genetic predisposition and stressful life experiences and lack ofsocial support. Stressful life experiences may include loneliness,marital or relationship problems, financial strain, early childhoodtrauma, unemployment, health problems and loss of loved ones, amongothers.

Understanding what makes people who they are has been a challenge in theworld of psychology. One of the approaches used for determining thepersonality of a person is by way of taking a psychology basedpersonality test. In such a test, the person answers a set of questions,and based on the answers gets a report detailing the type of personalitythat person may have. On the other hand, behavior of a person may beobserved to determine weak personality traits in him. Behavior of anindividual struggling depression may include, low mood-sadness, loss ofinterest in activities, hopelessness, helplessness, worthlessness,fatigue, difficulty in concentrating, sleeping disorder and substanceuse, among others.

Negative or weak traits in a person can lead to difficulty in achievingtheir life goals. Conventionally, people try to overcome theirweaknesses when one understands one's weaknesses or weak traits. Anindividual may approach a counselor or a psychologist with a view that,the counselor or the psychologist may be able to help him address hisnegative or weak trait. The person may have to undergo several sessionswith the counselor. Such sessions may deal with the negative trait via abroad based general (not focused at the root of the weak trait)approach, which may be effective in the short run. For example, if aperson is trying to deal with stress, the person may be advised toengage in regular exercise, outdoor games, engage socially and so on,which may prove effective to an extent for the time being.

Currently, there are multiple games and applications that may work inthe same way as a counseling process. Even these games deal with thenegative trait via a general approach. As an example if a person is notcapable of reading at good speed, the person is subjected to gamesrelated to reading to improve his speed of reading. Such approach may beeffective in the short run and does not address negative traits in afocused manner.

In light of the foregoing discussion there is a need for an improvedtechnique to overcome depression, which is a weak trait of personality.

SUMMARY

An embodiment provides a system for enabling a user to overcomedepression. The system includes an activity module. The activity moduleis configured to enable the user to engage in at least a first activityin a virtual environment, wherein the first activity is directed torewire a first defective wiring of the brain, wherein the firstdefective wiring results in an individual's inability to disengage fromnegative self referential thoughts; enable the user to engage in atleast a second activity in the virtual environment, wherein the secondactivity is directed to rewire a second defective wiring of the brain,wherein the second defective wiring results in negative memories beingstronger than positive memories and the number of negative memoriesoutweighing the number of positive memories; and provide automatedinstructions to the user to engage in at least one activity, wherein theone activity is performed in a real world environment, wherein theactivity is directed to rewire the first and the second defectivewirings of the brain.

Another embodiment provides a method for enabling a user to overcomedepression. The method includes enabling the user to engage in at leasta first activity in a virtual environment, wherein the first activity isdirected to rewire a first defective wiring of the brain, wherein thefirst defective wiring results in an individual's inability to disengagefrom negative self referential thoughts; enabling the user to engage inat least a second activity in the virtual environment, wherein thesecond activity is directed to rewire a second defective wiring of thebrain, wherein the second defective wiring results in negative memoriesbeing stronger than positive memories and the number of negativememories outweighing the number of positive memories, wherein symptom ofthe first and the second defective wirings is depression.

Yet another embodiment provides a system for enabling a user to overcomedepression. The system includes an activity module configured to enablethe user to engage in at least a first activity in a virtualenvironment, wherein the first activity is directed to rewire a firstdefective wiring of the brain, wherein the first defective wiringresults in an individual failing to disengage from negative selfreferential thoughts; enable the user to engage in at least a secondactivity in the virtual environment, wherein the second activity isdirected to rewire a second defective wiring of the brain, wherein thesecond defective wiring results in negative memories being stronger thanpositive memories and the number of negative memories outweighing thenumber of positive memories, wherein symptom of the first and the seconddefective wirings is depression.

BRIEF DESCRIPTION OF THE DRAWINGS

Embodiments are illustrated by way of example and not limitation in theFigures of the accompanying drawings, in which like references indicatesimilar elements and in which:

FIG. 1 is an exemplary architecture of an exemplary system 100 toovercome depression;

FIG. 2 is a block diagram of an exemplary activity module 200 toovercome depression;

FIG. 2A is a block diagram of an exemplary behavioral traits database202 of the activity module 200;

FIG. 2B is a block diagram of an exemplary collection of games 204present in the activity module 200 to overcome depression;

FIG. 2C is a block diagram of an exemplary actions database 206 of theactivity module 200 to overcome depression; and

FIG. 3 illustrates a flowchart of an exemplary method for overcomingdepression.

DETAILED DESCRIPTION I. OVERVIEW II. PRINCIPLE III. SYSTEM ARCHITECTUREIV. MODULES OF SYSTEM TO OVERCOME DEPRESSION V. METHOD FOR OVERCOMINGDEPRESSION

The following detailed description includes references to theaccompanying drawings, which form part of the detailed description. Thedrawings show illustrations in accordance with example embodiments.These example embodiments are described in enough detail to enable thoseskilled in the art to practice the present subject matter. However, itwill be apparent to one of ordinary skill in the art that the presentinvention may be practiced without these specific details. In otherinstances, well-known methods, procedures and components have not beendescribed in detail so as not to unnecessarily obscure aspects of theembodiments. The embodiments can be combined, other embodiments can beutilized or structural and logical changes can be made without departingfrom the scope of the invention. The following detailed description is,therefore, not to be taken as a limiting sense.

In this document, the terms “a” or “an” are used, as is common in patentdocuments, to include one or more than one. In this document, the term“or” is used to refer to a nonexclusive “or,” such that “A or B”includes “A but not B,” “B but not A,” and “A and B,” unless otherwiseindicated.

I. Overview

Embodiments provide a technical solution to overcome depression, whichis a weak behavioral trait. The solution is based on a principle thatgenetic and environmental factors (may be referred to as “cause”) causedefects in human brain wiring (may be referred to as “defect”), and suchdefects in human brain wiring express themselves in the form ofdepression (may be referred to as “symptoms”); hence, to overcomedepression, the defective brain wirings have to be rewired, therebyproviding a wholesome and long term solution to weak behavioral traits.

In an embodiment, a system is provided to overcome depression. Thesystem may include an activity module. The activity module may beconfigured to enable the user to engage in activities in a virtualenvironment. The activities in the virtual environment facilitaterewiring of defective brain wirings, wherein the symptom of thedefective brain wirings is depression.

The activity module may be further configured to provide automatedinstructions to gradually expose the user to situations in a realenvironment. Exposure to such situation facilitates rewiring of thedefective brain wirings.

The activity in the virtual environment may be a brain game. There maybe a plurality of levels in the brain game. Each level in the game mayhave to be successfully completed by the user to unlock a subsequenthigher level in the game.

The real world activity may take place in the real world environment,subsequent to the brain games. Alternatively, the real world activitymay take place in the real world environment, simultaneously with thebrain games. There may be a plurality of levels in the real worldactivity.

II. Principle

Depression is referred to as a common mental health conditioncharacterized by sadness, loss of interest or pleasure, feelings ofguilt or low self-worth, disturbed sleep or appetite, feelings oftiredness and poor concentration. It can be long lasting or recurrent,substantially impairing a person's ability to function at work orschool, or cope with daily life. At its most severe, depression can leadto suicide. Depression often starts at a young age. It affects womenmore often than men, and unemployed people are also at high risk.

Depression is in fact symptom or consequence of the way an individual'sbrain is wired. The way an individual's brain is wired is based on thejoint influence of genetic and environmental factors. With regards toeach kind of brain wiring, genetic and environmental factors may worktogether in different proportions.

With regards to depression, the brain of a person with depression iswired such that the person is unable to disengage from negative selfreferential thoughts, which is a defective brain wiring. Further, thebrain of a person suffering from depression is wired such that negativememories are stronger than positive memories and the number of negativememories outweighs the number of positive memories. Such defective brainwirings may have been caused by genetic predisposition and stressfullife experiences and lack of social support.

A wholesome approach to overcome or eradicate/alleviate depression in aperson would be to implement ways to rectify defect in the brain wiring.Embodiments provide a solution to rewire the defective brain wirings(addressing the defect) rather than just addressing the behavioral trait(symptom) without addressing the core defect. The solution is directedtowards rewiring the defective brain wirings such that the ability todisengage from negative self referential thoughts and engage in positiveself referential thoughts is increased and to strengthen and increasepositive memories.

Brain wirings may be referred to as connections of neural pathways inthe brain. These connections of the brain form beliefs, thought patternsand response patterns to external stimulation. Rewiring may be referredto as a process of creating new brain wiring and stimulating a person'sexisting brain wirings so that his beliefs, thought patterns andresponses to external stimulation change for the better.

Individuals with depression fail to disengage from negative selfreferential thoughts and their negative memories are stronger thanpositive memories and the number of negative memories outweighs thenumber of positive memories. Different brain regions and neural networksof the individual are responsible for such defects. The neural networkis an empirically based framework for identifying and understandingfactors that maintain an episode of depression. Self-referentialthoughts and strengthened negative memories play a primary role in thedevelopment and maintenance of depression. Cognitive biases indepression are due to maladaptive bottom-up processes (that is, patternsof activation starting in subcortical brain regions that are lower alongthe cognitive hierarchy, which proceed sequentially to connectedcortical areas higher up) that are generally perpetuated by attenuatedcognitive control (that is, failure of regions higher up the cognitivehierarchy to effectively regulate activity in those lower regions).Higher cognitive hierarchy in the brain includes DLPFC, VLPFC, and MPFC,and subcortical regions includes amygdala, thalamus, subgenualcingulate, caudate and putamen.

Research done on the activity of different parts of the brain indepressive patients has revealed that the areas of the brain thatcontrols maladaptive process in the brain is less active and also thenumber of neurons (gray matter) is less in those areas except MPFC.

Positive neural connections in the brain are those connections thatwould reduce the chance of occurrence of depression among people. Incase of depression, both the executive control of the brain, i.e. DLPFCand VLPFC have very less activity and the inhibitory connection of thesetwo areas of the brain to the lower hierarchy is very weak. VLPFC andDLPFC are involved in the executive function. Less activity in this areaand the weak inhibitory connection leads to engagement with negativeself-referential thoughts.

In normal individuals, whenever a negative memory pattern getsactivated, an inhibitory connection from the DLPFC and VLPFC to thehippocampus and amygdala inhibits the pattern of activation of negativememories. This also activates the positive memory patterns. However, incase of depressed people, the inhibitory connection is very weak, whichallows the persistence of negative emotions and memories. Their olderpart of the brain is very active which further overrides the inhibitoryeffect of PFC.

Negative neural connection in the brain denotes those connections thatare involved in increasing the chance of occurrence of depression amongpeople. In case of depression, parts of the brain such as amygdala,hippocampus, subgenual cingulate and MPFC have very high activity andthe connection between these parts of the brain is very high. Emotionalstimuli are relayed to the thalamus, which projects directly to theamygdala. The amygdala, a brain structure that is involved in detectingemotion, interprets and perpetuates the emotional quality of thestimulus and seems to be regulated in part by inhibitory input from theleft DLPFC. When individuals with depression process negative stimuli,they show amygdala reactivity that is more intense (by up to 70%) andlonger lasting. An increased amygdala response is associated with fasterprocessing of negative stimuli and with decreased levels ofpsychological well-being.

Negative signals from incoming stimuli induce hyperactivity in thethalamus, from the thalamus to the amygdala and on to the subgenualcingulate cortex, which relays limbic activity to higher corticalregions such as the prefrontal cortex (PFC). Concurrently, hypoactivityin the dorsolateral prefrontal cortex (DLPFC) is associated withattenuated cognitive control, which impairs the ability to regulate thelower regions. The net result of this process is increased awareness andconscious processing of negative stimuli in the environment. MPFC is thepart of the brain that is involved in self referential thoughts. In caseof depression, MPFC is very active and the connection between MPFC andamygdala-hippocampus complex is very strong which leads to negativememory while having self-referential thoughts. This is one of theprimary reasons behind development of depression. When there is aself-referential processing of information, depressive person activatestheir negative memory patterns instead of the positive memories and thusleads to development and maintenance of depression.

III. System Architecture

Referring to the figures, more particularly to FIG. 1, an exemplaryarchitecture of an exemplary system 100 to overcome depression isprovided. The system 100 include one or more processors 102, a bussystem 104, a random access memory 106, a disk drive or non-volatilememory 108, a communication interface 110, input device(s) 112 andoutput device(s) 114. Further, functionality of the system 100 may bedistributed across multiple devices that may be located remotely fromeach other.

The processor 102 may be any hardware which returns output by acceptingsignals, such as electrical signals as input. In one embodiment,processors 102 may include one or more computer processing units (CPUs).The processor(s) 102 may communicate with a number of peripheral devicesvia the bus system 104. The processor(s) 102 may be implemented asappropriate in hardware, computer-executable instructions, firmware, orcombinations thereof. Computer-executable instruction or firmwareimplementations of the processor(s) 102 may include computer-executableor machine-executable instructions written in any suitable programminglanguage to perform the various functions described.

Communications interface 110 may provide an interface to othercommunication networks and devices. The input devices 112 may includeall possible types of devices and mechanisms for inputting informationto system 100. The output devices 114 may include all possible types ofdevices and mechanisms for outputting information from the system 100.The system 100 may include memory that may store data and programinstructions that are loadable and executable on the processor(s) 102,as well as data generated during the execution of these programs. Thememory may be volatile, such as random access memory 106 and/or a diskdrive or non-volatile memory 108.

IV. Modules of System to Overcome Depression

Referring to the figures, and more particularly to FIG. 2, the system100 includes various modules for enabling users to overcome depression.The system 100 includes an activity module 200. The activity module 200may be a gaming module or an application module. The activity module 200may be hosted by a communication device that enables a user to playgames. Examples of such communication devices may include smart phone,tablet, notebook, laptop and desktop computer, among other devices.

The activity module 200 may include a behavioral traits database 202, acollection of games 204, an actions database 206, a logging module 208,an assessment module 210 and a user interface module 212.

Behavioral Traits Database 202

Referring to FIG. 2A, in an embodiment, the behavioral traits database202 may include a list of behavioral traits 214. Examples of behavioraltraits 214 include, but not limited to, depression 214 a, anxiety 214 band anger 214 c, among others. The traits database 202 may furtherinclude, with respect to one or more of the behavioral traits,information associated 216 with the trait 214.

With regards to depression 214 a, the associated information 216 mayinclude information corresponding to the defective brain wirings(defects) 216 a and 216 b causing depression (symptom of the defect),information about impact 216 c of depression 214 a on a person, and alist 216 d comprising one or more traits that may be confused withdepression 214 a, among other information. Some or all of the associatedinformation 216 may be displayed to the user of the activity module 200.

A first defective brain wiring 216 a causing depression 214 a is thebrain wiring causing an individual's inability to disengage fromnegative self referential thoughts. A second defective brain wiring 216b causing depression 214 a is the brain wiring causing negative memoriesto be stronger than positive memories and the number of negativememories outweighing the number of positive memories.

In an embodiment, the information corresponding to the first and thesecond defective brain wiring 216 a and 216 b causing depression 214 aenables the activity module 200 to select games, activities or actionsto overcome depression 214 a.

In an embodiment, displaying the information corresponding to thedefective brain wiring (defect) 216 a, 216 b causing depression 214 ahelps the user in understanding the defects responsible for depression214 a, thereby motivating the user to follow the instructions providedby the activity module 200.

Information about impact 216 c of depression 214 a can include one ormore of behavior including low mood-sadness, loss of interest inactivities, hopelessness, helplessness, worthlessness, fatigue,difficulty in concentrating, sleeping disorder and substance use, amongothers.

List 216 d of other traits that can be confused with depression 214 ainclude pessimism and low self esteem, among others.

In an embodiment, the activity module 200 displays the informationcorresponding to the brain rewiring that the activity module 200 isattempting to achieve to overcome the weak behavioral trait 214, therebyenabling the user to understand the actual goal he will be instructed towork towards, which in turn can overcome depression 214 a.

With regards to depression 214 a, the brain rewiring attempted toachieve to overcome depression 214 a includes rewiring the defectivebrain wirings 216 a, 216 b such that ability to disengage from negativeself referential thoughts and engage in positive self referentialthoughts is increased, and positive memories of the past arestrengthened and number of positive memories in the present isincreased.

In an embodiment, the activity module 200 may display the informationcorresponding to the causes (genetic or environmental) that resulted inthe defective brain wirings (defect) 216 a, 216 b which in turn resultedin depression 214 a, thereby enabling the user to relate to the cause,defect and symptom of the defect, which results in an wholesomeexperience while working to overcome depression 214 a.

Collection of Games 204

The activity module 200 includes a collection of digital games 204,which are played in a virtual world. Each of the games 204 is used bythe activity module 200 based on the brain rewiring, which the game 204is capable of achieving.

Referring to FIG. 2B, in an embodiment, each game 204 a-204 b (may bereferred to as game 204 or games 204) may include associated information218. As an example, a game may be capable of achieving more than onetype of brain rewiring. Each game 204 includes data indicating the brainrewiring(s) 219, 225 it is capable of achieving, so that the activitymodule 200 can opt to present a choice of one or more games, which hasthe capability to achieve the brain rewiring, which the activity module200 is attempting to achieve.

The associated information 218 may further include instructions 221 tobe followed by the user to play the game 204. The associated information218 may additionally include one or more rules 223. Examples of rulesinclude rules for playing each game, rules to proceed to a higher level,scoring method in each level and time assigned to each level to reachthe end of the level, among others.

In an embodiment, a higher level of the digital game 204 is unlockedbased on predefined criteria.

In an embodiment, the higher level is unlocked upon repeatedly playing aprevious level in the digital game 204 for a predefined number of timesor duration of time.

In the example presented in FIG. 2B, Game A 204 a may be directed atrewiring 219 the brain to increase ability to disengage from negativeself referential thoughts and engage in positive self referentialthoughts. Game B 204 b may be directed at rewiring 225 the brain tostrengthen and increase the number of positive memories. The games 204a, 204 b can be used by the activity module 200 to correct the defectivebrain wirings 216 a and 216 b by rewiring the brain. All the games 204are played/participated in a virtual environment, such as a game in avirtual world.

Game A 204 a may be designed to increase the ability to disengage fromnegative self referential thoughts and engage in positive selfreferential thoughts. The instruction 221 a may include recommendationto play the game 204 a for at least a predefined duration for apredefined number of days. The rules 223 a may allow proceeding to anext level in the game 204 a once a desired level of performance isachieved.

Game A 204 a may present an example of a possible real lifesituation/event. Game A 204 a may be facts game wherein a situation maybe presented to the user and a number of associated facts may bepresented along with the situation. Based on the situation and theassociated facts, the user has to provide answers or select answers fromamong a choice of answers by evaluating the facts. An example ispresented below:

Example: Mrs. Baggs has a happy marriage.True facts:

-   -   She has three beautiful children    -   Her husband recently lost his eye sight    -   She and her husband share a strong bond    -   Their family is financially stable        How should Mrs. Braggs evaluate her life according to you?    -   Happy    -   Sad

Game B 204 b may be designed to strengthen and increase the number ofpositive memories. The instruction 221 b may include recommendation toplay the game 204 b for at least a predefined duration for a predefinednumber of days. The rules 223 b may allow proceeding to a next level inthe game 204 b once a desired level of performance is achieved.

Game B 204 b may present an example of a possible real lifesituation/event. Game B 204 b may focus on helping the user form newmemories through positive associations. This would help in giving theuser a new perspective to life and focus on the small things that bringhappiness. Game B 204 b may have plurality of levels.

In a first level, the user is shown one image and one positive wordassociated with the image, for a few seconds on a screen on the activitymodule 200. Another image and another associated positive word may beshown to the user after the first image and the first word on a nextscreen on the activity module 200 and so on. The user is required toform these associations and remember all this by repetition. Afteraround two/three such images along with the respective words, the useris shown the first image and he/she is required to choose the correctpositive word from a list of 4 options which will be given.

Examples:

Image of a butterfly—Life

Image of a Puppy—Love Image of a Baby—Happiness

When the user chooses the correct positive word, an animation of themovement and sound of the living creature in the image may be shown tothe user. This makes the game rewarding and brings happiness.

In a second level, the user would have to make associations betweenimages that have the same or similar positive words, from the firstlevel, thereby making stronger associations and complex long-termmemories.

Actions Database 206

The actions database 206 includes information corresponding to aplurality of real world activities or sets of real world activities.Real world activities may include activities that are performed in areal world environment, as opposed to the digital games played in thevirtual world (ex: games included in the collection of games 204).

Referring to FIG. 2C, real world activity 220 or sets of real worldactivities 220 (may be referred by numeral 220) are used by the activitymodule 200 based on the brain rewiring, which the real world activity220 is capable of achieving.

Real world activity/activities 220 may include associated information222. As an example, a real world activity may be capable of achievingmore than one type of brain rewiring. Each real world activity 220includes data indicating the brain rewiring(s) 219, 225 it is capable ofachieving, so that the activity module 200 can opt to present a choiceof one or more real world activities 220, which has the capability toachieve the brain rewiring, which the activity module 200 is attemptingto achieve.

The associated information 222 may further include instructions 227 tobe followed by the user to perform the real world activity 220 or a setof real world activities 220. The associated information 222 mayadditionally include one or more rules 229. Examples of rules includerules to proceed to a higher level, scoring method in each level andtime assigned to each level to reach the end of the level, among others.

The real world activity 220 may be presented to the user after the userhas participated in Game A 204 a at least to a predefined extent. Inanother embodiment, real world activity 220 may be presented to the userafter the user has participated in Game B 204 b at least to a predefinedextent. In yet another embodiment, exposure activity 220 may bepresented to the user after the user has participated in both the gamesGame A 204 a and Game B 204 b at least to a predefined extent. In yetanother embodiment, at least a part of real world activity 220 may bepresented to the user even before the user has participated in at leastone of Game A 204 a and Game B 204 b.

The real world activity 220 may include a plurality of levels. One ormore levels may be directed at rewiring 219 the first defective brainwiring 216 a. One or more levels may be directed at rewiring 225 thesecond defective brain wiring 216 b.

Real world activity 220 may be designed to increase the ability todisengage from negative self referential thoughts and engage in positiveself referential thoughts 219. Further, real world activity 220 may bedesigned to strengthen and increase the number of positive memories 225.As an example, a first and a second level of the real world activity 220may be designed to increase the ability to disengage from negative selfreferential thoughts and engage in positive self referential thoughts219. A third level, a fourth level and a fifth level of the real worldactivity 220 may be designed to strengthen and increase the number ofpositive memories 225. The instructions/tasks within the real worldactivity 220 can include the following:

Level 1:

Write down one positive quality/skill that you have which you think youcan put to use today. It could be for your own benefit or for someoneclose to you

Level 2:

Write down one positive (however small it may be) that you think willhappen in your life today. After all, life is about positivepredictions.

Level 3:

Whenever you have free time, go out with your loved ones to places thatyou like. It could be for a movie, a restaurant, shopping and so on.

Level 4:

Plan a vacation in your free time so that you could have a break fromyour routine. You can observe new places, new people and have a newmemorable experience.

Level 5:

On weekends or whenever you find free time, go and visit an NGO thatserves orphans, old age homes or those for the differently abled. Youcan spend time with the individuals there, share their concerns and helpthem in the smallest way possible.

In an embodiment, the action database 206 further includes plurality ofphysical actions, mind actions and dietary actions, one or more of whichmay be presented to a user who is trying to overcome depression 214 a.

Example of physical actions includes one or more physical activities,such as exercises and physical postures, among others. Example of mindactions may include meditation. Example of dietary actions may includeadding specific food to one's diet or deleting specific food from thediet. As a further example, drinking black tea may be a dietary actionand cutting down on rice consumption may be another dietary action.

Logging Module 208

In an embodiment, the logging module 208 enables logging of theactivities (ex: games, real world activities and other actions)performed by the user. The logging module 208 may record informationcorresponding to the activities performed by the user. The informationmay include one or more of, time of performance, date of performance,quantum of performance, success or failure consequent to an attempt toperform, and extent of success in performing the action, among others.The user may provide input that an activity has been performed. Suchinput may be used to log the activity in the logging module 208.Alternatively, the logging module 208 may be configured to automaticallylog the performance of an activity upon detection that the activity hasbeen performed.

Assessment Module 210

The assessment module 210 of the activity module 200 is configured todetermine the performance of a user in each activity the user performs.The assessment module 210 may determine the user's score for each gameand at each level in a game based on the log available in the loggingmodule 208. Further, the assessment module 210 analyzes performance ofthe user in the real world activities and determines scores of eachlevel of real world activity based on the log that is present in thelogging module 208. The assessment module 210 may also determine statusof the one or more behavioral trait 214 or the brain wiring causing thetrait, after engaging in the activities, based on performance ofactivities suggested by the activity module 200.

User Interface Module 212

The user interface module 212 may be configured to receive input fromthe user and display content to the user. The content displayed, can be,as an example, games, images, instructions, rules, information, hapticfeedback and sound, among others.

V. Method for Overcoming Depression

Now referring more particularly to FIG. 3, a method is provided forovercoming depression 214 a. A selection indicating depression 214 a asa behavioral trait which a user wishes to overcome is received at step302. At step 304, a user is enabled to participate/play in at least onedigital game 204 a, which is played in a virtual world. The digitalgames 204 a is instrumental in rewiring 219 a first defective brainwiring 216 a, causing an individual to fail to disengage from negativeself referential thoughts, whose symptom is exhibition of depression 214a. At step 306, verification is made to determine whether the user canproceed to perform one or more levels of the real worldactivity/activities 220 directed to rewire the first defective wiring216 a. In case it is determined that the user can proceed to perform oneor more levels of real world activities 220 directed to rewire the firstdefective brain wirings, then at step 308, instructions are provided tothe user to enable the user to perform appropriate levels of real worldactivity/activities 220. The user is allowed to perform or instructed tobegin performing appropriate levels of real world activities 220 uponparticipating in the digital game 204 a at least to a predefined extent,which is determined based on the desired rewiring.

At step 310, verification is made to determine whether the user canproceed to playing at least one other digital game in the virtual worlddirected to rewire a second defective brain wiring. In case it isdetermined that user can proceed to play at least one other digital gamein the virtual world directed to rewire a second defective brain wiring,then at step 312, the user is enabled to participate/play in at leastone digital game 204 b, which is played in a virtual world. The digitalgame 204 b is instrumental in rewiring 225 the second defective brainwiring 216 b, whose symptom is exhibition of depression 214 a.Preferably, the user is allowed to proceed to playing at least one otherdigital game 204 b upon participating in the game(s) instrumental inrewiring 219 the first defective wiring 216 a at least to a predefinedextent, which is determined based on the desired rewiring. At step 314,verification is made to determine whether the user can proceed toperform one or more levels of real world activities 220 directed torewire the second defective brain wiring 216 b. In case it is determinedthat the user can proceed to perform one or more levels of real worldactivities 220 directed to rewire the second defective brain wirings,then at step 316, instructions are provided to the user to enable theuser to perform appropriate levels of real world activity/activities220. Preferably, the user is allowed to perform or instructed to beginperforming appropriate levels of real world activities 220 uponparticipating in the digital game 204 b at least to a predefined extent,which is determined based on the desired rewiring.

Referring to the step (302) of receiving a selection indicatingdepression 214 a, the user may be provided an option to select abehavioral trait that he would like to overcome. The activity module 200may provide or recommend an option to select at least one weakbehavioral trait to work on. The user may select at least one behavioraltrait 214 that the user thinks he needs to work on, from a list ofbehavioral traits that may be displayed to the user via the userinterface module 212. Alternatively, the user may input answers inresponse to a set of questions displayed to the user, which maydetermine what type of weak behavioral trait 214 the user may have. Uponselection of depression 214 a, the activity module 200 may display alist 216 d of other behavioral traits that can be confused withdepression 214 a, so that the user can select a more appropriatebehavioral trait 214, which he desires to work on. The activity module200 may further display the information corresponding to the brainwirings (defect) 216 a, 216 b, causing the behavioral trait 214. Thefirst defective brain wiring 216 a causes an individual to fail todisengage from negative self referential thoughts. The second defectivebrain wiring 216 b causes an individual to have negative memories thatare stronger than positive memories and have more number of negativememories than the number of positive memories.

The activity module 200 may additionally display information aboutimpact 216 c of depression 214 a on the user. In addition, the activitymodule 200 may display information corresponding to the brain rewiring219, 225 that the activity module 200 is attempting to achieve toovercome depression 214 a. Rewiring 219 of the first defective brainwiring 216 a results in increased ability to disengage from negativeself referential thoughts and engage in positive self referentialthoughts. Rewiring 225 of the second defective brain wiring 216 bresults in strengthening and increasing number of positive memories.

Furthermore, the activity module 200 may display the informationcorresponding to the causes (genetic or environmental) that resulted inthe defective brain wirings (defect) 216 a, 216 b.

Referring to the step (304) of enabling the user to play at least onedigital game in the virtual world directed to rewire the first defectivebrain wiring 216 a, the activity module 200 may select one or moredigital games based on the capability of the digital games (ex: Game A204 a) to achieve the desired brain rewiring 219.

The activity module 200 may provide a choice (one or more games) ofgames, from which the user may select. The activity module 200 may evenindicate the effectiveness of each of the games in achieving the desiredbrain rewiring 219 or an aspect of rewiring.

In an embodiment, the activity module 200 is configured to recommend aplurality of games 204, wherein the recommendation indicates each of thegames' 204 effectiveness to achieve the desired brain rewiring 219 or anaspect of rewiring.

The activity module 200 allows the user to play the selected game. Thelogging module 208 may log the performance of the user. The assessmentmodule 210 may determine the performance scores using the log in thelogging module 208. Further, based on the respective rules 223, the useris either allowed or denied access to other levels of the game 204.

Referring to step 306, the activity module 200 verifies whether the usercan proceed to performing one or more levels of real worldactivity/activities 220. Preferably, the activity module 200 recommendsreal world activities 220 after the user has performed to a desiredextent in the digital game(s) 204. Desired extent of performance can be,as an example, levels completed, score reached and duration over whichthe game 204 was played.

In an embodiment, the activity module 200 recommends participating in afirst level and a second level of real world activity 220 or a partthereof, after the user has performed to a desired extent in the digitalgame 204 a. Likewise, the activity module 200 may recommendparticipating in a third level, a fourth level and a fifth level of thereal world activity 220 b or a part thereof, after the user hasperformed to a desired extent in the digital game 204 b. Desired extentof performance can be, as an example, levels completed, score reachedand duration over which the game(s) were played. one or more levels orpart of real world activity (ex: level of real world activity 220) afterthe user has performed to a desired extent in a level of the digitalgame (ex: level of digital game 204 a), wherein the level of the digitalgame prepares the user to participate in the level or part of the realworld activity.

In an embodiment, the activity module 200 is configured to recommend aplurality of real world activities or sets of real world activities 220,wherein the recommendation indicates each of the real world activities'or sets of real world activities' 220 effectiveness to achieve thedesired brain rewiring.

The logging module 208 may log the performance of the user. Theassessment module 210 may determine the performance scores using the login the logging module 208. Further, based on the rules 229, the user iseither allowed or denied access to other levels of the real worldactivities or sets of real world activities.

Referring to step 310, the activity module 200 verifies whether the usercan proceed to playing at least one or more other digital games in thevirtual world directed to rewire the second defective brain wiring 216b. Rewiring 225 the second defective brain wiring 216 b results instrengthening and increasing number of positive memories.

In an embodiment, the activity module 200 recommends participating indigital games directed to rewire the second defective brain wiring 216 bafter the user has performed to a desired extent in the digital game(s)directed to rewire the first defective brain wiring 216 a.

The activity module 200, based on the verification, enables the user toplay/participate in one or more other digital games 204 b in the virtualworld directed to rewire the second defective brain wiring.

In an embodiment, the activity module 200 recommends participating inone or more levels of real world activity 220 or part thereof after theuser has performed to a desired extent in the digital game 204 b.

In another embodiment, the activity module 200 recommends participatingin digital game 204 b after the user has performed to a desired extentin a level of the digital game 204 a.

In an embodiment, the activity module 200 recommends participating in alevel of real world activity 220 after the user has performed to adesired extent in a level of the digital game, wherein the level of thedigital game prepares the user to participate in the level of the realworld activity.

In an embodiment, the activity module 200 is configured to recommend aplurality of real world activities or sets of real world activities 220,wherein the recommendation indicates each of the real world activities'or sets of real world activities' 220 effectiveness to achieve thedesired brain rewiring.

The logging module 208 may log the performance of the user. Theassessment module 210 may determine the performance scores using the login the logging module 208. Further, based on the rules 229, the user iseither allowed or denied access to other levels of the real worldactivities or sets of real world activities.

Additionally, the activity module 200 may provide instructions toperform mind actions, physical actions and dietary actions.

Each of the physical and dietary actions may have effect on one or morehormones corresponding to one or more traits, among others. Whileexecuting the physical action the energy expended in the body is morecompared to the energy expended while playing brain game. Similarly, themind action may involve thinking about the specific trait in a way whichmay change the structure of the brain by changing the Axons, Receptorsand/or the number of Neurons. The dietary action may include consumingspecific foods which changes one or more hormone levels.

The real world, mind, physical and dietary activities are carried out ina real environment. Automated instructions are provided as to when andhow the activities may have to be carried out. Further, there may beinstructions that one or more of the real world activities may have tobe carried out simultaneously with the brain games and one or more ofthe activities may have to be carried out prior to or after engaging inbrain game (digital games) and performing to a desired extent.

In an embodiment, upon selecting depression, the activity module 200provides a scale operable by the user to select a position on the scale.The position may be indicative of the user's perception of depression.Alleviation of depression resulting from the rewiring of the brainachieved by the performance of the activities (virtual games or realworld activities) enabled by the activity module 200 is reflected on thescale. Degradation of the alleviation of depression resulting from thedegradation of the rewiring of the brain due to premature halt inperformance of the activities (virtual games or real world activities)enabled by the activity module 200 is also reflected on the scale.

The games and the real world activities change the neural connections inthe brain. When these activities are carried out repeatedly, new neuralconnections are formed (brain plasticity) but if one stops carrying outthese activities prematurely then slowly the neural connections die.

The processes described above is described as sequence of steps, thiswas done solely for the sake of illustration. Accordingly, it iscontemplated that some steps may be added, some steps may be omitted,the order of the steps may be re-arranged, or some steps may beperformed simultaneously.

The example embodiments described herein may be implemented in anoperating environment comprising software installed on a computer, inhardware, or in a combination of software and hardware.

Although embodiments have been described with reference to specificexample embodiments, it will be evident that various modifications andchanges may be made to these embodiments without departing from thebroader spirit and scope of the system and method described herein.Accordingly, the specification and drawings are to be regarded in anillustrative rather than a restrictive sense.

Many alterations and modifications of the present invention will nodoubt become apparent to a person of ordinary skill in the art afterhaving read the foregoing description. It is to be understood that thephraseology or terminology employed herein is for the purpose ofdescription and not of limitation. It is to be understood that thedescription above contains many specifications, these should not beconstrued as limiting the scope of the invention but as merely providingillustrations of some of the personally preferred embodiments of thisinvention.

What is claimed is:
 1. A system for enabling a user to overcomedepression, the system comprising an activity module configured to:enable the user to engage in at least a first activity in a virtualenvironment, wherein the first activity is directed to rewire a firstdefective wiring of the brain, wherein the first defective wiringresults in an individual failing to disengage from negative selfreferential thoughts; enable the user to engage in at least a secondactivity in a virtual environment, wherein the second activity isdirected to rewire a second defective wiring of the brain, wherein thesecond defective wiring results in negative memories being stronger thanpositive memories and the number of negative memories outweighing thenumber of positive memories; and provide automated instructions to theuser to engage in at least one activity, wherein the one activity isperformed in a real world environment, wherein the activity is directedto rewire the first and the second defective wiring of the brain.
 2. Thesystem of claim 1, wherein the activities in the virtual environment aredigital games.
 3. The system of claim 1, wherein the activity module isfurther configured to provide the automated instructions to engage inthe activity directed to rewire the first defective wiring and thesecond defective wiring, to be performed in the real world environment,after the user has at least participated in at least one of the firstactivity and the second activity.
 4. The system of claim 1, wherein theactivity module is further configured to enable the user to engage inthe second activity, after the user has at least participated in thefirst activity.
 5. A method for enabling a user to overcome depression,the method comprising: enabling the user to engage in at least a firstactivity in a virtual environment, wherein the first activity isdirected to rewire a first defective wiring of the brain, wherein thefirst defective wiring results in an individual failing to disengagefrom negative self referential thoughts; and enabling the user to engagein at least a second activity in the virtual environment, wherein thesecond activity is directed to rewire a second defective wiring of thebrain, wherein the second defective wiring results in negative memoriesbeing stronger than positive memories and the number of negativememories outweighing the number of positive memories, wherein symptom ofthe first and the second defective wirings is depression.
 6. The methodof claim 5, further comprising providing automated instructions to theuser to engage in at least one activity, wherein the one activity isperformed in a real world environment, wherein the activity is directedto rewire the first and the second defective wirings of the brain. 7.The method of claim 6, wherein the automated instructions to engage inthe activity directed to rewire the first and the second defectivewirings, to be performed in the real world environment, is providedafter the user has at least participated in at least one of the firstactivity and the second activity.
 8. The method of claim 7, wherein theautomated instructions to engage in the activity directed to rewire thefirst and the second defective wirings, to be performed in the realworld environment, is provided before the user has participated in atleast one of the first activity and the second activity.
 9. The methodof claim 6, wherein the user is enabled to engage in the secondactivity, after the user has at least participated in the firstactivity.
 10. A system for enabling a user to overcome depression, thesystem comprising an activity module configured to: enable the user toengage in at least a first activity in a virtual environment, whereinthe first activity is directed to rewire a first defective wiring of thebrain, wherein the first defective wiring results in an individualfailing to disengage from negative self referential thoughts; and enablethe user to engage in at least a second activity in a virtualenvironment, wherein the second activity is directed to rewire a seconddefective wiring of the brain, wherein the second defective wiringresults in negative memories being stronger than positive memories andthe number of negative memories outweighing the number of positivememories, wherein symptom of the first and the second defective wiringsis depression.
 11. The system of claim 10, wherein, the first activityis directed to rewire the first defective wiring to increase ability todisengage from negative self referential thoughts and engage in positiveself referential thoughts; and the second activity is directed to rewirethe second defective wiring to strengthen and increase the number ofpositive memories.